Gonzo wrote:yes, to get reflections not only do i have to re-render the entire scene, i also have to recalculate it, and filter out the invisible parts from the new mirrored / reflected angle.. no personal computer can do that :P that's how intensive this game is..i have no idea if i can improve things, but right now im on the edge of playable vs unplayable, so there was no point in trying to add it back (i used to have it before)

Can't you just render it on the surface of water instead of doing all the reflection calculation? It's commonly used in games.

if only everything was that simple, Kotof course i render it on the surface of the water.. :)i have to MAKE the reflection, do you think it just happens to be there by itself? to get reflected terrain i have to mirror the camera from my position dY above water, to the mirrored position -dY underwater, and render the terrain there to a texture, then start over rendering the real terrain and finally the water with the reflected terrain on it.. it adds the entire terrain pipeline onto an already over-encumbered laptopif i should decide to go all out and calculate a different visibility set for the reflected terrain each frame it would never be doing anything else other than rendering terrain... games are supposed to do other things too.. im not making a renderer ;)

it's a 2.2ghz quad-core laptop with geforce 560M card, so it's pretty good, but not THAT good by todays standards

another thing i should point out, is that the best reflection is rendering the terrain from 6 sides, so that i can use normals also on the reflected terrain, but that is never going to happen, unless we get quantum computers...

anyways, i made a new block since it's been a while since last feature (the door)http://fbcraft.fwsnet.net/thouse.pngi made a house out of trampoline blocks, and it wasnt as fun inside it as i thought it would be :P

yes i've seen some reflections mods, but none that i liked or did anything remotely worth doing :Pi'm going to bet if he lowers the camera things will start to disappear because he's re-using the visibility set, but it's just a good guess =)i had reflections for over a year, until i decided they weren't worth my time and efforti only added it back just to remind myself how much extra work the engine has to do just to add visual candy for waterand water can look better without reflections if done well (like a real ocean)just youtube "ocean shader" or "water shader" to see perfectly good examples of time well spent

longer rendering distances:http://fbcraft.fwsnet.net/tc128.jpg (1,073,741,824 blocks)http://fbcraft.fwsnet.net/tc80_1.jpg (419,430,400 blocks)http://fbcraft.fwsnet.net/tc80_2.jpgand no, those numbers aren't accurate but i dont have a way to count faces rendered.. which would be accurateit's meaningless to compare other people's block renderers since the worlds vary in complexitythe best test would be to have a spacing of block air block air for the entire world and test using that, but that's never going to work well without using raycasting... :(other factors are complexity of shaders.. and my engine is probably the definition of complex shaders :/it does render ok with 80^2 XZ, but i can't play like that on this laptopthe far render distance of minecraft is 256m (32^2 chunks), but minecraft is built with java which has severe memory issues.. the actual minecraft renderer works very well, and is probably better than mine.. but it does have severe limitations that i can't live with

Time for testing is back... This time you can share this link with your friends if you want toWhat i want to know, is if its playable or not, including if you reduce the visual quality (see config.ini)

If you have updated, and done everything, you can just skip the Launcher, and start "testclient" directlyThere will be distance between updates from this point on, especially for worldsSo, you are unlikely to see your built things get reset anytime soon

The Luncher crashed the first time but then downloaded everything. The download for the world is too big in my opinion.Trying to start the game opens a window and closes it immediately before anything shows up without any error.

Launcher: it's not made by me, but i've told the guy who makes it that it crashes on first start

the world size is unfortunately not changeable, simply because it's impossible to generate this kind of world in one-shotsit can't be done realtime, so it needs to be generated in passes.. in the future this can allow us to make rivers and lakesand of course, the holy grail, erosionthe bottom line is, just like crysis takes 4-5gb, age of conan is 13gb and blablabla... hard drive space is cheap, cpu-time isn't =)

It may be possible to utilize idle cores to munch stuff in the background, think precompute \ predictive computing. Or at the very least off load non graphical stuff on to idle cores.

Yeah, the OS does that for you so your post/point isn't helpful or useful, think research \ fact checking. Or at the very least consider that the person you are talking to may know more on the subject than you do. I know gonzo has working knowledge (ie, he's done it) of multi-threading but I have never seen a single line of useful code of yours.

everything that is worthwhile to parallellize already is, my only issue right now is that individual tasks sometimes take more time then it should, and so im left with having to optimize, or possibly doing the task in 2 steps.. i don't want to do that, of coursebut i might have to as the complexity increases

I do however need to code up a mini kind of minecraft for one of the navigation modules & the fine object manipulation of my AI so im particularly interested in your project.CPU Issues, block limits etc, I played a bit of mine craft myself. Epic legoland fun it was too.

With something like minecraft there is no getting away from the fact that's is computationally heavy. Lots of Cores, lots of ram and a good GFX card pretty much essential. http://www.cpubenchmark.net/singleThread.html They also list gfx cards

IMHO minecraft type worlds have a big future. The blocks may not get that much smaller anytime soon but the block dressing, physics & the gameplay are all attractive areas of development. Its the malleability of the environment which is key. Crysis almost looks real but you can never escape the fact that you are in a cardboard cutout version of reality. I remember watching somebody on youtube blow up a huge tower of blocks and the presenter having to look the other way because looking directly into the explosion would cause his pc to hang, lol. The future may well include GFX cards whose architecture is specifically optimized for mine craft type worlds.

Maybe get sponsorship from AMD , a free 8core piledriver with every copy of the game ...there sales figures have been down recently ...don't mention knights corner (MIC):-p

So I've been playing about with this the last couple days but I can't seem to get crafting to work. I can turn mossy stones into cobblestone but I can't make a work bench or any of the other items listed in crafting.txt - Am I missing something?

So I've been playing about with this the last couple days but I can't seem to get crafting to work. I can turn mossy stones into cobblestone but I can't make a work bench or any of the other items listed in crafting.txt - Am I missing something?

unfortunately, gameplay is and have always been something that you could call "tacked on"i experimented with crafting, then stripped out quite a few things as the network protocols were added, then changed, and later massive-ized (for lack of a better word)bottom line here is, that no, you're better off using the blocks.txt file (if it's there, if not use http://fbcraft.fwsnet.net/blocks.txt)and then using /give command: /give id count

gameplay is probably going to be worked on during next year, as things are finally calm again... rendering is still not good, but i have more or less given up optimizing.. the current GPUs seem to be perfectly made to run boring first-person-height-map based games :)that's not to say it's easy for gpu makers to make anything that can render voxels.. it's not, but that isn't an excuse from my perspectiveso, it's on the list.. next december maybe all the systems are in-place and workingthe most work from now on will be on the server side, which isn't my problem :P